xref: /aosp_15_r20/external/virglrenderer/src/vrend_blitter.h (revision bbecb9d118dfdb95f99bd754f8fa9be01f189df3)
1*bbecb9d1SAndroid Build Coastguard Worker /**************************************************************************
2*bbecb9d1SAndroid Build Coastguard Worker  *
3*bbecb9d1SAndroid Build Coastguard Worker  * Copyright (C) 2014 Red Hat Inc.
4*bbecb9d1SAndroid Build Coastguard Worker  *
5*bbecb9d1SAndroid Build Coastguard Worker  * Permission is hereby granted, free of charge, to any person obtaining a
6*bbecb9d1SAndroid Build Coastguard Worker  * copy of this software and associated documentation files (the "Software"),
7*bbecb9d1SAndroid Build Coastguard Worker  * to deal in the Software without restriction, including without limitation
8*bbecb9d1SAndroid Build Coastguard Worker  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9*bbecb9d1SAndroid Build Coastguard Worker  * and/or sell copies of the Software, and to permit persons to whom the
10*bbecb9d1SAndroid Build Coastguard Worker  * Software is furnished to do so, subject to the following conditions:
11*bbecb9d1SAndroid Build Coastguard Worker  *
12*bbecb9d1SAndroid Build Coastguard Worker  * The above copyright notice and this permission notice shall be included
13*bbecb9d1SAndroid Build Coastguard Worker  * in all copies or substantial portions of the Software.
14*bbecb9d1SAndroid Build Coastguard Worker  *
15*bbecb9d1SAndroid Build Coastguard Worker  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
16*bbecb9d1SAndroid Build Coastguard Worker  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17*bbecb9d1SAndroid Build Coastguard Worker  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18*bbecb9d1SAndroid Build Coastguard Worker  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
19*bbecb9d1SAndroid Build Coastguard Worker  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
20*bbecb9d1SAndroid Build Coastguard Worker  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
21*bbecb9d1SAndroid Build Coastguard Worker  * OTHER DEALINGS IN THE SOFTWARE.
22*bbecb9d1SAndroid Build Coastguard Worker  *
23*bbecb9d1SAndroid Build Coastguard Worker  **************************************************************************/
24*bbecb9d1SAndroid Build Coastguard Worker #ifndef VREND_BLITTER_H
25*bbecb9d1SAndroid Build Coastguard Worker #define VREND_BLITTER_H
26*bbecb9d1SAndroid Build Coastguard Worker 
27*bbecb9d1SAndroid Build Coastguard Worker #include "util/os_misc.h"
28*bbecb9d1SAndroid Build Coastguard Worker #include "util/macros.h"
29*bbecb9d1SAndroid Build Coastguard Worker 
30*bbecb9d1SAndroid Build Coastguard Worker /* shaders for blitting */
31*bbecb9d1SAndroid Build Coastguard Worker 
32*bbecb9d1SAndroid Build Coastguard Worker #define FS_HEADER_GL                               \
33*bbecb9d1SAndroid Build Coastguard Worker    "#version 130\n"                             \
34*bbecb9d1SAndroid Build Coastguard Worker    "// Blitter\n"                               \
35*bbecb9d1SAndroid Build Coastguard Worker    "%s"                                         \
36*bbecb9d1SAndroid Build Coastguard Worker 
37*bbecb9d1SAndroid Build Coastguard Worker #define FS_HEADER_GLES                             \
38*bbecb9d1SAndroid Build Coastguard Worker    "#version 310 es\n"                          \
39*bbecb9d1SAndroid Build Coastguard Worker    "// Blitter\n"                               \
40*bbecb9d1SAndroid Build Coastguard Worker    "%s"                                         \
41*bbecb9d1SAndroid Build Coastguard Worker    "precision mediump float;\n"                 \
42*bbecb9d1SAndroid Build Coastguard Worker 
43*bbecb9d1SAndroid Build Coastguard Worker #define FS_HEADER_GLES_MS_ARRAY                             \
44*bbecb9d1SAndroid Build Coastguard Worker    "#version 310 es\n"                          \
45*bbecb9d1SAndroid Build Coastguard Worker    "// Blitter\n"                               \
46*bbecb9d1SAndroid Build Coastguard Worker    "#extension GL_OES_texture_storage_multisample_2d_array: require\n" \
47*bbecb9d1SAndroid Build Coastguard Worker    "%s"                                         \
48*bbecb9d1SAndroid Build Coastguard Worker    "precision mediump float;\n"                 \
49*bbecb9d1SAndroid Build Coastguard Worker 
50*bbecb9d1SAndroid Build Coastguard Worker #define HEADER_GL                               \
51*bbecb9d1SAndroid Build Coastguard Worker    "#version 130\n"                             \
52*bbecb9d1SAndroid Build Coastguard Worker    "// Blitter\n"                               \
53*bbecb9d1SAndroid Build Coastguard Worker 
54*bbecb9d1SAndroid Build Coastguard Worker #define HEADER_GLES                             \
55*bbecb9d1SAndroid Build Coastguard Worker    "#version 310 es\n"                          \
56*bbecb9d1SAndroid Build Coastguard Worker    "// Blitter\n"                               \
57*bbecb9d1SAndroid Build Coastguard Worker    "precision mediump float;\n"                 \
58*bbecb9d1SAndroid Build Coastguard Worker 
59*bbecb9d1SAndroid Build Coastguard Worker #define HEADER_GLES_MS_ARRAY                             \
60*bbecb9d1SAndroid Build Coastguard Worker    "#version 310 es\n"                          \
61*bbecb9d1SAndroid Build Coastguard Worker    "// Blitter\n"                               \
62*bbecb9d1SAndroid Build Coastguard Worker    "#extension GL_OES_texture_storage_multisample_2d_array: require\n" \
63*bbecb9d1SAndroid Build Coastguard Worker    "precision mediump float;\n"                 \
64*bbecb9d1SAndroid Build Coastguard Worker 
65*bbecb9d1SAndroid Build Coastguard Worker 
66*bbecb9d1SAndroid Build Coastguard Worker #define FS_FUNC_COL_SRGB_DECODE                                         \
67*bbecb9d1SAndroid Build Coastguard Worker    "cvec4 srgb_decode(cvec4 col) {\n"                                   \
68*bbecb9d1SAndroid Build Coastguard Worker    "   vec3 temp = vec3(col.rgb);\n"                                    \
69*bbecb9d1SAndroid Build Coastguard Worker    "   bvec3 thresh = lessThanEqual(temp, vec3(0.04045));\n"            \
70*bbecb9d1SAndroid Build Coastguard Worker    "   vec3 a = temp / vec3(12.92);\n"                                  \
71*bbecb9d1SAndroid Build Coastguard Worker    "   vec3 b = pow((temp + vec3(0.055)) / vec3(1.055), vec3(2.4));\n"  \
72*bbecb9d1SAndroid Build Coastguard Worker    "   return cvec4(clamp(mix(b, a, thresh), 0.0, 1.0), col.a);\n"      \
73*bbecb9d1SAndroid Build Coastguard Worker    "}\n"
74*bbecb9d1SAndroid Build Coastguard Worker 
75*bbecb9d1SAndroid Build Coastguard Worker #define FS_FUNC_COL_SRGB_ENCODE                                               \
76*bbecb9d1SAndroid Build Coastguard Worker    "cvec4 srgb_encode(cvec4 col) {\n"                                         \
77*bbecb9d1SAndroid Build Coastguard Worker    "   vec3 temp = vec3(col.rgb);\n"                                          \
78*bbecb9d1SAndroid Build Coastguard Worker    "   bvec3 thresh = lessThanEqual(temp, vec3(0.0031308));\n"                \
79*bbecb9d1SAndroid Build Coastguard Worker    "   vec3 a = temp * vec3(12.92);\n"                                        \
80*bbecb9d1SAndroid Build Coastguard Worker    "   vec3 b = (vec3(1.055) * pow(temp, vec3(1.0 / 2.4))) - vec3(0.055);\n"  \
81*bbecb9d1SAndroid Build Coastguard Worker    "   return cvec4(mix(b, a, thresh), col.a);\n"                             \
82*bbecb9d1SAndroid Build Coastguard Worker    "}\n"
83*bbecb9d1SAndroid Build Coastguard Worker 
84*bbecb9d1SAndroid Build Coastguard Worker 
85*bbecb9d1SAndroid Build Coastguard Worker #define VS_PASSTHROUGH_BODY                     \
86*bbecb9d1SAndroid Build Coastguard Worker    "in vec4 arg0;\n"                            \
87*bbecb9d1SAndroid Build Coastguard Worker    "in vec4 arg1;\n"                            \
88*bbecb9d1SAndroid Build Coastguard Worker    "out vec4 tc;\n"                             \
89*bbecb9d1SAndroid Build Coastguard Worker    "void main() {\n"                            \
90*bbecb9d1SAndroid Build Coastguard Worker    "   gl_Position = arg0;\n"                   \
91*bbecb9d1SAndroid Build Coastguard Worker    "   tc = arg1;\n"                            \
92*bbecb9d1SAndroid Build Coastguard Worker    "}\n"
93*bbecb9d1SAndroid Build Coastguard Worker 
94*bbecb9d1SAndroid Build Coastguard Worker #define VS_PASSTHROUGH_GL HEADER_GL VS_PASSTHROUGH_BODY
95*bbecb9d1SAndroid Build Coastguard Worker #define VS_PASSTHROUGH_GLES HEADER_GLES VS_PASSTHROUGH_BODY
96*bbecb9d1SAndroid Build Coastguard Worker 
97*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_COL_BODY                                 \
98*bbecb9d1SAndroid Build Coastguard Worker    "#define cvec4 %s\n"                                      \
99*bbecb9d1SAndroid Build Coastguard Worker    "%s\n" /* conditional decode() */                         \
100*bbecb9d1SAndroid Build Coastguard Worker    "%s\n" /* conditional encode() */                         \
101*bbecb9d1SAndroid Build Coastguard Worker    "#define decode %s\n"                                     \
102*bbecb9d1SAndroid Build Coastguard Worker    "#define encode %s\n"                                     \
103*bbecb9d1SAndroid Build Coastguard Worker    "uniform mediump %csampler%s samp;\n"                     \
104*bbecb9d1SAndroid Build Coastguard Worker    "in vec4 tc;\n"                                           \
105*bbecb9d1SAndroid Build Coastguard Worker    "out cvec4 FragColor;\n"                                  \
106*bbecb9d1SAndroid Build Coastguard Worker    "void main() {\n"                                         \
107*bbecb9d1SAndroid Build Coastguard Worker    "   cvec4 texel = decode(cvec4(texture(samp, tc%s)));\n"  \
108*bbecb9d1SAndroid Build Coastguard Worker    "   FragColor = encode(cvec4(%s));\n"                     \
109*bbecb9d1SAndroid Build Coastguard Worker    "}\n"
110*bbecb9d1SAndroid Build Coastguard Worker 
111*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_COL_GLES_1D_BODY                              \
112*bbecb9d1SAndroid Build Coastguard Worker    "#define cvec4 %s\n"                                           \
113*bbecb9d1SAndroid Build Coastguard Worker    "%s\n" /* conditional decode() */                              \
114*bbecb9d1SAndroid Build Coastguard Worker    "%s\n" /* conditional encode() */                              \
115*bbecb9d1SAndroid Build Coastguard Worker    "#define decode %s\n"                                          \
116*bbecb9d1SAndroid Build Coastguard Worker    "#define encode %s\n"                                          \
117*bbecb9d1SAndroid Build Coastguard Worker    "uniform mediump %csampler%s samp;\n"                          \
118*bbecb9d1SAndroid Build Coastguard Worker    "in vec4 tc;\n"                                                \
119*bbecb9d1SAndroid Build Coastguard Worker    "out cvec4 FragColor;\n"                                       \
120*bbecb9d1SAndroid Build Coastguard Worker    "void main() {\n"                                              \
121*bbecb9d1SAndroid Build Coastguard Worker    "   cvec4 texel = decode(texture(samp, vec2(tc%s, 0.5)));\n"   \
122*bbecb9d1SAndroid Build Coastguard Worker    "   FragColor = encode(cvec4(%s));\n"                          \
123*bbecb9d1SAndroid Build Coastguard Worker    "}\n"
124*bbecb9d1SAndroid Build Coastguard Worker 
125*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_COL_GL FS_HEADER_GL FS_TEXFETCH_COL_BODY
126*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_COL_GLES FS_HEADER_GLES FS_TEXFETCH_COL_BODY
127*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_COL_GLES_1D FS_HEADER_GLES FS_TEXFETCH_COL_GLES_1D_BODY
128*bbecb9d1SAndroid Build Coastguard Worker 
129*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_COL_MSAA_BODY                             \
130*bbecb9d1SAndroid Build Coastguard Worker    "#define cvec4 %s\n"                                       \
131*bbecb9d1SAndroid Build Coastguard Worker    "%s\n" /* conditional decode() */                          \
132*bbecb9d1SAndroid Build Coastguard Worker    "%s\n" /* conditional encode() */                          \
133*bbecb9d1SAndroid Build Coastguard Worker    "#define decode %s\n"                                      \
134*bbecb9d1SAndroid Build Coastguard Worker    "#define encode %s\n"                                      \
135*bbecb9d1SAndroid Build Coastguard Worker    "uniform mediump %csampler%s samp;\n"                      \
136*bbecb9d1SAndroid Build Coastguard Worker    "in vec4 tc;\n"                                            \
137*bbecb9d1SAndroid Build Coastguard Worker    "out cvec4 FragColor;\n"                                   \
138*bbecb9d1SAndroid Build Coastguard Worker    "void main() {\n"                                          \
139*bbecb9d1SAndroid Build Coastguard Worker    "   const int num_samples = %d;\n"                         \
140*bbecb9d1SAndroid Build Coastguard Worker    "   cvec4 texel = cvec4(0);\n"                             \
141*bbecb9d1SAndroid Build Coastguard Worker    "   for (int i = 0; i < num_samples; ++i) \n"              \
142*bbecb9d1SAndroid Build Coastguard Worker    "      texel += decode(texelFetch(samp, %s(tc%s), i));\n"  \
143*bbecb9d1SAndroid Build Coastguard Worker    "   texel = texel / cvec4(num_samples);\n"                 \
144*bbecb9d1SAndroid Build Coastguard Worker    "   FragColor = encode(cvec4(%s));\n"                      \
145*bbecb9d1SAndroid Build Coastguard Worker    "}\n"
146*bbecb9d1SAndroid Build Coastguard Worker 
147*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_COL_MSAA_GL FS_HEADER_GL FS_TEXFETCH_COL_MSAA_BODY
148*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_COL_MSAA_GLES FS_HEADER_GLES FS_TEXFETCH_COL_MSAA_BODY
149*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_COL_MSAA_ARRAY_GLES FS_HEADER_GLES_MS_ARRAY FS_TEXFETCH_COL_MSAA_BODY
150*bbecb9d1SAndroid Build Coastguard Worker 
151*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_DS_BODY                             \
152*bbecb9d1SAndroid Build Coastguard Worker    "uniform mediump sampler%s samp;\n"                          \
153*bbecb9d1SAndroid Build Coastguard Worker    "in vec4 tc;\n"                                      \
154*bbecb9d1SAndroid Build Coastguard Worker    "void main() {\n"                                    \
155*bbecb9d1SAndroid Build Coastguard Worker    "   gl_FragDepth = float(texture(samp, tc%s).x);\n"  \
156*bbecb9d1SAndroid Build Coastguard Worker    "}\n"
157*bbecb9d1SAndroid Build Coastguard Worker 
158*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_DS_GL HEADER_GL FS_TEXFETCH_DS_BODY
159*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_DS_GLES HEADER_GLES FS_TEXFETCH_DS_BODY
160*bbecb9d1SAndroid Build Coastguard Worker 
161*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_DS_MSAA_BODY                                         \
162*bbecb9d1SAndroid Build Coastguard Worker    "#extension GL_ARB_texture_multisample : enable\n"                    \
163*bbecb9d1SAndroid Build Coastguard Worker    "uniform sampler%s samp;\n"                                           \
164*bbecb9d1SAndroid Build Coastguard Worker    "in vec4 tc;\n"                                                       \
165*bbecb9d1SAndroid Build Coastguard Worker    "void main() {\n"                                                     \
166*bbecb9d1SAndroid Build Coastguard Worker    "   gl_FragDepth = float(texelFetch(samp, %s(tc%s), 0).x);\n" \
167*bbecb9d1SAndroid Build Coastguard Worker    "}\n"
168*bbecb9d1SAndroid Build Coastguard Worker 
169*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_DS_MSAA_BODY_GLES                                     \
170*bbecb9d1SAndroid Build Coastguard Worker    "uniform mediump sampler%s samp;\n"                                           \
171*bbecb9d1SAndroid Build Coastguard Worker    "in vec4 tc;\n"                                                       \
172*bbecb9d1SAndroid Build Coastguard Worker    "void main() {\n"                                                     \
173*bbecb9d1SAndroid Build Coastguard Worker    "   gl_FragDepth = float(texelFetch(samp, %s(tc%s), 0).x);\n" \
174*bbecb9d1SAndroid Build Coastguard Worker    "}\n"
175*bbecb9d1SAndroid Build Coastguard Worker 
176*bbecb9d1SAndroid Build Coastguard Worker 
177*bbecb9d1SAndroid Build Coastguard Worker struct vrend_context;
178*bbecb9d1SAndroid Build Coastguard Worker struct vrend_resource;
179*bbecb9d1SAndroid Build Coastguard Worker struct vrend_blit_info;
180*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_DS_MSAA_GL HEADER_GL FS_TEXFETCH_DS_MSAA_BODY
181*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_DS_MSAA_GLES HEADER_GLES FS_TEXFETCH_DS_MSAA_BODY_GLES
182*bbecb9d1SAndroid Build Coastguard Worker #define FS_TEXFETCH_DS_MSAA_ARRAY_GLES HEADER_GLES_MS_ARRAY FS_TEXFETCH_DS_MSAA_BODY_GLES
183*bbecb9d1SAndroid Build Coastguard Worker 
184*bbecb9d1SAndroid Build Coastguard Worker /* implement blitting using OpenGL. */
185*bbecb9d1SAndroid Build Coastguard Worker void vrend_renderer_blit_gl(ASSERTED struct vrend_context *ctx,
186*bbecb9d1SAndroid Build Coastguard Worker                             struct vrend_resource *src_res,
187*bbecb9d1SAndroid Build Coastguard Worker                             struct vrend_resource *dst_res,
188*bbecb9d1SAndroid Build Coastguard Worker                             const struct vrend_blit_info *info);
189*bbecb9d1SAndroid Build Coastguard Worker void vrend_blitter_fini(void);
190*bbecb9d1SAndroid Build Coastguard Worker 
191*bbecb9d1SAndroid Build Coastguard Worker #endif
192